84 lines
2.3 KiB
C++
84 lines
2.3 KiB
C++
#include "texture.h"
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#include "glassert.h"
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#include "image.h"
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Texture::Texture(GLenum format,
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GLenum internal_format,
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int width,
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int height,
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GLenum dataType,
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GLenum texTarget) :
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target(texTarget)
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{
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glAssert(glGenTextures(1, &texId));
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glAssert(glBindTexture(target, texId));
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glAssert(glTexImage2D(target, 0, internal_format, width, height, 0, format, dataType, NULL));
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setWrap(GL_REPEAT);
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setFiltering(GL_LINEAR);
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}
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Texture::Texture(Image* myImage) : target(GL_TEXTURE_2D)
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{
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glAssert(glGenTextures(1, &texId));
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glAssert(glBindTexture(target, texId));
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initPixels(myImage, GL_TEXTURE_2D);
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setWrap(GL_REPEAT);
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setFiltering(GL_LINEAR);
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}
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Texture::Texture(Image* myCubemapImages[6]) : target(GL_TEXTURE_CUBE_MAP)
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{
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glAssert(glActiveTexture(GL_TEXTURE0));
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glAssert(glGenTextures(1, &texId));
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glAssert(glBindTexture(target, texId));
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for(int i=0; i<6; ++i)
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{
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initPixels(myCubemapImages[i], GL_TEXTURE_CUBE_MAP_POSITIVE_X + i);
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setWrap(GL_CLAMP_TO_EDGE);
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setFiltering(GL_LINEAR);
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}
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}
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Texture::~Texture()
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{
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glAssert(glDeleteTextures(1, &texId));
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}
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void Texture::initPixels(Image* myImage, GLenum target)
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{
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switch(myImage->depth)
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{
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case 32:
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glAssert(glTexImage2D(target, 0, GL_RGBA, myImage->width, myImage->height, 0, GL_BGRA, GL_UNSIGNED_BYTE, myImage->pixels));
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break;
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case 24:
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glAssert(glTexImage2D(target, 0, GL_RGB, myImage->width, myImage->height, 0, GL_BGR, GL_UNSIGNED_BYTE, myImage->pixels));
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break;
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case 8:
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glAssert(glTexImage2D(target, 0, GL_R8, myImage->width, myImage->height, 0, GL_RED, GL_UNSIGNED_BYTE, myImage->pixels));
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break;
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}
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}
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void Texture::setWrap(GLint wrap)
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{
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glAssert(glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap));
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glAssert(glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap));
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glAssert(glTexParameteri(target, GL_TEXTURE_WRAP_R, wrap));
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}
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void Texture::setFiltering(GLint filter)
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{
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glAssert(glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter));
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glAssert(glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter));
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}
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void Texture::bind(int slot)
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{
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GLenum texSlot = GL_TEXTURE0+slot;
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glAssert(glActiveTexture(texSlot));
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glAssert(glBindTexture(target, texId));
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}
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